/Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h
class FAnimPhysLinearLimit : public [FAnimPhysLimit](API\Runtime\Engine\Animation\FAnimPhysLimit)
FVector
FirstPosition
Position of anchor on first object (in first object local space)
float
InverseInertiaImpulse
Cached denominator of the impulse calculation, doesn't change across iterations.
FVector
LimitNormal
Normal along which the limit is applied.
float
Maximumforce
Maximum force this limit can apply along the normal.
float
MinimumForce
Minimum force this limit can apply along the normal.
FVector
SecondPosition
Position of anchor on second object (in second object local space)
float
SumImpulses
Sum of impulses applied.
float
TargetSpeed
Target speed needed to solve the limit.
float
TargetSpeedWithoutBias
Target speed of the limit without bias (force added just to solve limit)
FVector
WorldSpacePosition0
Cached world space position on body 0.
FVector
WorldSpacePosition1
Cached world space position on body 1.